5 thoughts on “OpenGL 3.2 Geometry Instancing Culling on GPU Demo”

  1. SimTex

    If only this means games will move away from the stupid ugly grass they have used for 10 years now. One can only hope.

  2. applejack

    “I tested the demo on a Radeon HD 5770 with an average FPS of 20.”

    using 8800GT, 30fps is the absolute minimum on my system. it can climb up to about 200fps, depends on viewing angle, but averages at about 36fps when keeping trees in view. :)

  3. applejack

    well, playing with it some more I was able to catch a minimum of 26fps, quite rarely though.

  4. JeGX Post Author

    yep depending on the viewing angle I jump up to 75 FPS but I’m far from 200 FPS (maybe there’s a vsync that limits the fps). 13 FPS is the minimum for my R5770 Hawk 😉

  5. Daniel Rákos

    Hi!

    Thanks for sharing my article here as well.
    Just one clarification: the term “uniform samplerBuffer” mentioned is a bit confusing. Actually a buffer texture is used in the demo. However, the same can be accomplished with a uniform buffer as well.

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